Add rudimentary camera and side scrolling support
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ad48dd5062
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f6ada44b41
@ -80,12 +80,18 @@ void renderer_debugString(Renderer *const renderer, Font *const font,
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debugRenderer.stringPos.y -= (0.9f * asset_getVFontSpacing(font->metrics));
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debugRenderer.stringPos.y -= (0.9f * asset_getVFontSpacing(font->metrics));
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}
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}
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void renderer_entity(Renderer *renderer, Entity *entity, f32 dt, f32 rotate,
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity, f32 dt, f32 rotate,
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v3 color)
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v3 color)
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{
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{
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// TODO(doyle): Batch into render groups
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// TODO(doyle): Batch into render groups
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if ((entity->pos.x < renderer->size.w && entity->pos.x >= 0) &&
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(entity->pos.y < renderer->size.h && entity->pos.y >= 0))
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// NOTE(doyle): Pos + Size since the origin of an entity is it's bottom left
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// corner. Add the two together so that the clipping point is the far right
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// side of the entity
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v2 rightAlignedP = v2_add(entity->pos, entity->size);
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v2 leftAlignedP = entity->pos;
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if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
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(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
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{
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{
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EntityAnim *anim = &entity->anim[entity->currAnimIndex];
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EntityAnim *anim = &entity->anim[entity->currAnimIndex];
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v4 texRect = anim->rect[anim->currRectIndex];
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v4 texRect = anim->rect[anim->currRectIndex];
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@ -107,8 +113,13 @@ void renderer_entity(Renderer *renderer, Entity *entity, f32 dt, f32 rotate,
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RenderQuad entityQuad =
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RenderQuad entityQuad =
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renderer_createDefaultQuad(renderer, texRect, entity->tex);
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renderer_createDefaultQuad(renderer, texRect, entity->tex);
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updateBufferObject(renderer, &entityQuad, 1);
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updateBufferObject(renderer, &entityQuad, 1);
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renderer_object(renderer, entity->pos, entity->size, rotate, color,
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entity->tex);
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// NOTE(doyle): The camera origin is 0,0 in world positions
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v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
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v2 entityRelativeToCamera = v2_sub(entity->pos, offsetFromCamOrigin);
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renderer_object(renderer, entityRelativeToCamera, entity->size, rotate,
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color, entity->tex);
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}
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}
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}
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}
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@ -6,8 +6,9 @@
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//choose to load assets outside of WorldTraveller!
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//choose to load assets outside of WorldTraveller!
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#include <stdlib.h>
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#include <stdlib.h>
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INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
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INTERNAL Entity *addEntity(World *world, v2 pos, v2 size,
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enum Direction direction, Texture *tex, b32 collides)
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enum EntityType type, enum Direction direction,
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Texture *tex, b32 collides)
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{
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{
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#ifdef WT_DEBUG
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#ifdef WT_DEBUG
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@ -74,6 +75,42 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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state->currWorldIndex = 0;
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state->currWorldIndex = 0;
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state->tileSize = 64;
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state->tileSize = 64;
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/* Init renderer */
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Renderer *renderer = &state->renderer;
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renderer->size = V2(CAST(f32) windowSize.x, CAST(f32) windowSize.y);
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// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
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renderer->vertexNdcFactor =
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V2(1.0f / renderer->size.w, 1.0f / renderer->size.h);
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renderer->shader = asset_getShader(assetManager, shaderlist_sprite);
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shader_use(renderer->shader);
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const mat4 projection =
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mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f);
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shader_uniformSetMat4fv(renderer->shader, "projection", projection);
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glCheckError();
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/* Create buffers */
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glGenVertexArrays(1, &renderer->vao);
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glGenBuffers(1, &renderer->vbo);
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glCheckError();
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/* Bind buffers */
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glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
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glBindVertexArray(renderer->vao);
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/* Configure VAO */
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const GLuint numVertexElements = 4;
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const GLuint vertexSize = sizeof(v4);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)0);
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glCheckError();
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/* Unbind */
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glCheckError();
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/* Init world */
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/* Init world */
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const i32 targetWorldWidth = 500 * METERS_TO_PIXEL;
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const i32 targetWorldWidth = 500 * METERS_TO_PIXEL;
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const i32 targetWorldHeight = 15 * METERS_TO_PIXEL;
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const i32 targetWorldHeight = 15 * METERS_TO_PIXEL;
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@ -120,12 +157,14 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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}
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}
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World *const world = &state->world[state->currWorldIndex];
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World *const world = &state->world[state->currWorldIndex];
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world->cameraPos = V2(0.0f, 0.0f);
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/* Init hero entity */
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/* Init hero entity */
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world->heroIndex = world->freeEntityIndex;
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world->heroIndex = world->freeEntityIndex;
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v2 pos = V2(0.0f, 0.0f);
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v2 size = V2(58.0f, 98.0f);
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v2 size = V2(58.0f, 98.0f);
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v2 pos = V2(((renderer->size.w * 0.5f) - (size.w * 0.5f)),
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CAST(f32) state->tileSize);
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enum EntityType type = entitytype_hero;
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enum EntityType type = entitytype_hero;
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enum Direction dir = direction_east;
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enum Direction dir = direction_east;
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Texture *tex = asset_getTexture(assetManager, texlist_hero);
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Texture *tex = asset_getTexture(assetManager, texlist_hero);
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@ -175,42 +214,6 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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npcWavingRects[1] = V4(944.0f, 812.0f, 1010.0f, 710.0f);
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npcWavingRects[1] = V4(944.0f, 812.0f, 1010.0f, 710.0f);
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addAnim(npc, npcWavingRects, numRects, duration);
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addAnim(npc, npcWavingRects, numRects, duration);
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/* Init renderer */
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Renderer *renderer = &state->renderer;
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renderer->size = V2(CAST(f32)windowSize.x, CAST(f32)windowSize.y);
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// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
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renderer->vertexNdcFactor =
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V2(1.0f / renderer->size.w, 1.0f / renderer->size.h);
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renderer->shader = asset_getShader(assetManager, shaderlist_sprite);
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shader_use(renderer->shader);
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const mat4 projection =
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mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f);
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shader_uniformSetMat4fv(renderer->shader, "projection", projection);
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glCheckError();
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/* Create buffers */
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glGenVertexArrays(1, &renderer->vao);
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glGenBuffers(1, &renderer->vbo);
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glCheckError();
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/* Bind buffers */
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glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
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glBindVertexArray(renderer->vao);
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/* Configure VAO */
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const GLuint numVertexElements = 4;
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const GLuint vertexSize = sizeof(v4);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)0);
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glCheckError();
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/* Unbind */
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glCheckError();
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}
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}
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INTERNAL void parseInput(GameState *state, const f32 dt)
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INTERNAL void parseInput(GameState *state, const f32 dt)
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@ -346,6 +349,13 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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// f'(t) = curr velocity = a*t + v, where v is old velocity
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// f'(t) = curr velocity = a*t + v, where v is old velocity
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hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt));
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hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt));
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hero->pos = newHeroP;
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hero->pos = newHeroP;
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v2 offsetFromHeroToOrigin =
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V2((hero->pos.x - (0.5f * state->renderer.size.w)), (0.0f));
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// NOTE(doyle): Hero position is offset to the center so -recenter it
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offsetFromHeroToOrigin.x += (hero->size.x * 0.5f);
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world->cameraPos = offsetFromHeroToOrigin;
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}
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}
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}
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}
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@ -362,10 +372,12 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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/* Render entities */
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/* Render entities */
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ASSERT(world->freeEntityIndex < world->maxEntities);
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ASSERT(world->freeEntityIndex < world->maxEntities);
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v4 cameraBounds = getRect(world->cameraPos, renderer->size);
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for (i32 i = 0; i < world->freeEntityIndex; i++)
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for (i32 i = 0; i < world->freeEntityIndex; i++)
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{
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{
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Entity *const entity = &world->entities[i];
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Entity *const entity = &world->entities[i];
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renderer_entity(&state->renderer, entity, dt, 0.0f, V3(0, 0, 0));
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renderer_entity(&state->renderer, cameraBounds, entity, dt, 0.0f,
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V3(0, 0, 0));
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}
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}
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// TODO(doyle): Clean up lines
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// TODO(doyle): Clean up lines
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@ -18,7 +18,6 @@ enum EntityType
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{
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{
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entitytype_null,
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entitytype_null,
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entitytype_hero,
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entitytype_hero,
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entitytype_camera,
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entitytype_npc,
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entitytype_npc,
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entitytype_tile,
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entitytype_tile,
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entitytype_count,
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entitytype_count,
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@ -40,8 +40,8 @@ void renderer_string(Renderer *const renderer, Font *const font,
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void renderer_debugString(Renderer *const renderer, Font *const font,
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void renderer_debugString(Renderer *const renderer, Font *const font,
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const char *const string);
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const char *const string);
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void renderer_entity(Renderer *renderer, Entity *entity, f32 dt, f32 rotate,
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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v3 color);
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f32 dt, f32 rotate, v3 color);
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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Texture *tex);
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Texture *tex);
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@ -22,6 +22,8 @@ typedef struct World
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enum TexList texType;
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enum TexList texType;
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v2 cameraPos;
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i32 heroIndex;
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i32 heroIndex;
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i32 freeEntityIndex;
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i32 freeEntityIndex;
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